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A Proposed Artifact Weapon Change

runonnikerunonnike Member Posts: 337 Arc User
With Mod 6 arriving, a new era is coming - one of powerful players and powerful enemies; one of great imbalances. But not between classes - between players themselves. This is why changes to artifact gear must be made.

Firstly, take a look at the power stat of legendary level 70 artifact gear: 846. Now at epic: the underwhelming 458. If you have not done the math already, this is a loss of 388 power. However, this is only one of the three stats. Now, check out the stats given by enchantments. At rank 8, they give a stat of 250. At rank 12, they give an astounding 600; this leaves a difference of 350. This does not include weapon and armor enchantments. In a single piece of equipment, a difference of at least 1000 points is evident. If multiplied by four pieces, most average Joe players will be left out.

So how should be be fixed? Simple! The enchantment slot should be unlocked at the epic level for artifact weapons. In an artifact belt, the defense slot is unlocked at level 35. Likewise, in an artifact weapon, the second offense slot is unlocked at epic level. To reiterate, unlock the enchantment slot for artifact weapons at level 35, the primary epic level.

While I admit this won't completely solve the emerging problems between the paying and non-paying population, it is a great start.
[SIGPIC][/SIGPIC]
Post edited by runonnike on

Comments

  • methecsgodmethecsgod Member Posts: 163 Arc User
    edited March 2015
    Refining is Neverwinter's endgame.
  • fdsakhfduewhfiuffdsakhfduewhfiuf Member Posts: 604 Arc User
    edited March 2015
    My level 12 azure enchantment gives 700 points.
  • thesensaithesensai Member Posts: 637 Arc User
    edited March 2015
    crafting professions now hold the best endgame entertainment for me.

    seriously.

    Wish they would make endgame sane.
  • rversantrversant Member Posts: 896 Arc User
    edited March 2015
    thesensai wrote: »
    crafting professions now hold the best endgame entertainment for me.

    seriously.

    Wish they would make endgame sane.

    There are some really fun foundry jump puzzle maps I've been doing regularly. lol
    People are way too negative, Why cant we just all get along.


    Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
  • edited March 2015
    This content has been removed.
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited March 2015
    1000 points is only 2.5% difference. How does that leave anyone out?
    "Meanwhile in the moderator's lounge..."
    i7TZDZK.gif?1
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited March 2015
    runonnike wrote: »
    With Mod 6 arriving, a new era is coming - one of powerful players and powerful enemies; one of great imbalances. But not between classes - between players themselves. This is why changes to artifact gear must be made.

    Firstly, take a look at the power stat of legendary level 70 artifact gear: 846. Now at epic: the underwhelming 458. If you have not done the math already, this is a loss of 388 power. However, this is only one of the three stats. Now, check out the stats given by enchantments. At rank 8, they give a stat of 250. At rank 12, they give an astounding 600; this leaves a difference of 350. This does not include weapon and armor enchantments. In a single piece of equipment, a difference of at least 1000 points is evident. If multiplied by four pieces, most average Joe players will be left out.

    So how should be be fixed? Simple! The enchantment slot should be unlocked at the epic level for artifact weapons. In an artifact belt, the defense slot is unlocked at level 35. Likewise, in an artifact weapon, the second offense slot is unlocked at epic level. To reiterate, unlock the enchantment slot for artifact weapons at level 35, the primary epic level.

    While I admit this won't completely solve the emerging problems between the paying and non-paying population, it is a great start.

    450 power is 1% less bonus damage
    difference between rank 8 and 12 is less than 0.8% and you lost like 5M for each one to obtain than 0.8%
  • runonnikerunonnike Member Posts: 337 Arc User
    edited March 2015
    ironzerg79 wrote: »
    1000 points is only 2.5% difference. How does that leave anyone out?

    2.5% for ONE piece. Okay fine, I can live with that. But multiply that by 4, and add in the differences from ring/shirt/pants enchantments slots. This leaves a difference of anywhere from 10-15%.
    rayrdan wrote: »
    450 power is 1% less bonus damage
    difference between rank 8 and 12 is less than 0.8% and you lost like 5M for each one to obtain than 0.8%

    Are you sure 450 power is only a 1% increase in damage?

    Either way, if I wanted to grind for four piece of legendary equipment in order to unlock my enchantment slot, I would have to grind for months and months. All this time, I will not be having fun; I might as well try to smash the same button with my eyes closed. By the time I am finished, the next mod will be knocking on the door.
    [SIGPIC][/SIGPIC]
  • sobacsobac Member, NW M9 Playtest Posts: 444 Arc User
    edited March 2015
    That would be great. Right now, ppl who have legends have R9-R10 slotted in these, and I personally prefer 2 toons with 4 epics (main, off, belt...) in each one instead of only 1 item at legend (which needs more than 4M to refine). An extra slot would be great, so I can put R7 or even R8 in there :rolleyes:

    PS: this won't gonna happen, quite sure :(
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited March 2015
    runonnike wrote: »
    2.5% for ONE piece. Okay fine, I can live with that. But multiply that by 4, and add in the differences from ring/shirt/pants enchantments slots. This leaves a difference of anywhere from 10-15%.

    You're comparing the very, very, very best gear in the game to your average player.

    If the difference in effectiveness of the very BiS player versus the average player is only 10-15%, then that's actually pretty phenomenal balance and Cryptic should be applauded.
    "Meanwhile in the moderator's lounge..."
    i7TZDZK.gif?1
  • jaotutjaotut Member, NW M9 Playtest Posts: 576 Arc User
    edited March 2015
    I don't think there will be that many ppl running around with all rank 12s before there are more average ppl that can get some items to legendary. The cost for making rank 12s is crazy.
    Merlin - CW Merlyn - HR Psylocke - TR Black Widow - GWF


    Have the gear and skills, but lack the friends to play with? Come and apply for Essence of Aggression. We have been here and strong since beta. (Immature, rude, and arrogant people will not be accepted)
  • edited March 2015
    This content has been removed.
  • runonnikerunonnike Member Posts: 337 Arc User
    edited March 2015
    ironzerg79 wrote: »
    You're comparing the very, very, very best gear in the game to your average player.

    If the difference in effectiveness of the very BiS player versus the average player is only 10-15%, then that's actually pretty phenomenal balance and Cryptic should be applauded.

    10-15% difference in one stat, and in this case power. Even as you look at the difference right now in Mod 5, you'll see someone in rank 8's and epic gear will always be greatly outperformed by someone in maxed gear. As you can imagine, the gap will be even greater in Mod 6.

    Here is something else everyone should think about: In regular artifacts (Sigil of the Devoted, Lantern of Revelation, etc.), the unlocking works in a logical order. Upon unlocking uncommon level, the first stat is given. Upon unlocking rare level, the second stat is given. Upon unlocking epic level, not legendary, the third stat is given. When the legendary level is unlocked, the stats are instead greatly increased; no new ones are given. Why should artifact weapons be any different?
    [SIGPIC][/SIGPIC]
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